Elias: I've been pointing people to xith.org's webstart demos to test if Jogl works, from the looks of their jnlp they've got Mac and Linux files included.

For everyone else that it doesn't work for, i'm working now trying to get a version with config flags to disable various bits that might be failing to try and nail it down. Currently theres about 4 different things that i'm pointing the finger at...

Ok, I've added a bunch of options to toggle the bits that are probably causing the problems. If you couldn't get the proper version to work then please try the versions below and see how they go.

Compatability ModeAbsolutly minimal framebuffer, no scissor testing, no hardware lighting used. Light intensity will be irratic due to no shadows and light culling. Should work with anything though, if this breaks i'm pointing the finger straight at Jogl.

Editor RenderingThe renderer used for the actual editor, very basic - only immediate mode used. Should also work on anything going, but might actually look playable in this one.

No Scissor TestDisables the use of the scissor test that might be causing glitches on some cards. Should look identical to the proper game, but may be somewhat slower on low end cards.

No Hardware LightingShould look identical to normal, but disables the use of hardware lights to get coloured lighting. Should still give shadows though, just all light sources become white/grey.

Jeff: I've updated the zip i linked to before with the new code. If you try it from the command line then you can open the various jnlp files to see how the command line args control the various options.

Hopefully some of the options above will work for people who couldn't get it working before...

Jeff, I had that symlink in place already to deal with some other things. You should report this problem on the Apple java-seed list.. it may have to do with their code. At least file a bug report with Apple.And be careful what you post about the Apple DP outside of the java-seed list. They are picky about that stuff.

Aye, getting the collision is a total pain. Whats there at the moment is pretty good for the most part, but a determined person can still break it

Some more careful level design usually fixes problems, but that level wasn't tested too much for things like that. I'd like to go back and fix the algorithm, but i just don't have the time since what i've got at the moment works 'good enough'.

Error 1, according to the GL spec says "count was a negative value.". Which is impossible because its only ever set to 0 or incremented. I wonder if this is (yet another) bug in DebugGL. As usual, what graphics card and whats the log file look like?

Error 2, I've only just uploaded the V-Script files, and it hangs for me as well Works fine locally so I'll take a look at my webstart script.

Opps accidentally deleted the part that sadi it still doesn't work. I get a dark background with a white rectangle in the middle. The rectanlge is filled with a lighter color which extends beyond the rectangle to the right side of the window.

PS Strangely my JWS seems to have permanently inherited the Ocean (or whatever it's called) LaF from 1.5.x, which I ran once on my machine - although I've checked and it's definitely using the 1.4.2 JVM.

I doubt it makes any difference, but it does make JWS look a lot nicer .

I need to get a FAQ for this, I seem to keep answering the same questions..The linux crash is almost certainly the no-framebuffer-alpha-on-linux problem that blights all Jogl apps. Again, theres a fix posted a little while back in the Jogl forum but I lack a linux box to compile it myself. And after *much* nagging no one on the Jogl team *ever* gets around to adding it to a formal build.Current workaround is to use the compatability renderer for linux (looks weird but works).

For the inert windows one, try clicking on the display so it can grab keyboard focus. I think i need a .requestFocus in there somewhere so this isn't needed.

For the inert windows one, try clicking on the display so it can grab keyboard focus. I think i need a .requestFocus in there somewhere so this isn't needed.

Sorry, I should have been more specific - in windows, clicking on the window had no effect whatsoever. In fact, clicking on it didn't even bring it to foreground (only alt-tab and clicking on the taskbar icon for the app would do that). there was also a 5-15 second pause for redrawing any obscrued part of the window (i.e. with the standard java default of rendering the clip region grey until the redraw came through).

Damn, thats somewhat more fatal. Ususal question, can I have a look at the log file generated?[size=1]why is it i keep having to ask that... I spend the effort adding a log to try and narrow problems down and I just keep being told 'it doesn't work'.[/size]

why is it i keep having to ask that... I spend the effort adding a log to try and narrow problems down and I just keep being told 'it doesn't work'.

You want a list?

How the heck is a user supposed to know there *is* a logfile, unless they carefully read everyone else's problems in this thread

Where the heck is it, especially with webstart?

webstart actually has it's own logfile, but you have to turn it on *globally* so you keep it off all the time until you need it, then turn it on for one run

...and, on the specific occasion above, I was only at the machine for 15 minutes, and didn't have a net connection until I'd left the machine

NB: item no.1 is no criticism (except of the users, who tend to be lazy and not look). But the expectation of users is that a given game doesn't have a logfile (because most don't), so they don't even think of it. Or, like with me, it goes in one ear and out the other without me noticing.

The sad reality is that if you want *everyone* to send you the logfile, *especially* with a JWS game, you have to popup a message which says "if it breaks, send file: .... to me along with a description of the problem".

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